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Data Mining Analysis of Overall Team Information Based on Internet of Things

机译:基于事物互联网的整体团队信息的数据挖掘分析

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摘要

In professional basketball games, big data has been largely used in analyzing the reasons for winning or losing games and further to design relevant stratagem according to the analytic results to attain victory. Nonetheless, the High School Basketball League (HBL) in Taiwan never used big data or relevant research to analyze game results. The study aims to conduct big data analyses to discuss the key winning factors and trends for HBL. Using Excel and multiple linear regression to understand the importance level and trend of each variable to the winning rate. Additionally, combining with the Support Vector Machine (SVM) prediction to confirm whether the big data analytic result is applicable for implementing in realistic games. After implementing the analysis of multiple linear regression, based on the yearly trends, the significant influence factors are 2P & x0025;, 3P & x0025;, FTM, TRB, OREB, STL, and TOV. Consequently, the prediction has reached 85 & x0025; after inputting these data into SVM.
机译:在职业篮球比赛中,大数据主要用于分析赢得或丢失游戏的原因,并进一步根据分析结果达到胜利的胜利。尽管如此,台湾高中篮球联赛(HBL)从未使用大数据或相关研究以分析游戏结果。该研究旨在进行大数据分析,讨论HBL的关键获胜因素和趋势。使用Excel和多个线性回归来了解每个变量的重要性级别和趋势到获胜率。另外,与支持向量机(SVM)预测组合以确认大数据分析结果是否适用于在现实游戏中实现。在实现多元线性回归分析之后,基于年趋势,显着影响因素是2p&x0025;,3p&x0025;,ftm,trb,oreb,stl和tov。因此,预测已达到85&x0025;将这些数据输入SVM后。

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